keyboard controls: move: arrow keys rotate: shift + arrow keys zoom: option + arrow keys gravity: ‘g’ key home: ‘h’ key Full code available here For this week’s assignment, I was inspired by Karl Sims’ Particle Dreams animation from 1988.
A few years ago, I visited a friend in Istanbul and was struck by the Basilica Cistern, a Byzantine public works project and incredible architectural undertaking from the 6th Century. The space is underground an otherwise nondescript street, full of columns salvaged from many different buildings, and filled with 3 or 4 feet of water. I tried to recreate the space from memory and photos found online using only 3D primitives (to which I later applied Materials) and water from the Standard Asset set in Unity.
For this week’s exploration into oscillating motion, I wanted to capture some of the playfulness and fun inherent in the chaotic motion of the double pendulum. Many incredible visuals online capture the mathematical complexity and underlying patterns to this motion, but I felt there were aspects of this motion that went unexplored.
Bio-Inspiration When reading about bio-inspired robot design, it seems that a common approach for a roboticist to take is as follows: specify a need or problem (robot needs to move across variety of terrain) look to nature for systems which adequately fill this need (snake can slither across variety of terrain) develop mechanical system inspired by biological system (snake robot) This approach allows roboticists to find specific mechanical systems to apply to their designs, but does not necessarily encourage them to look to nature as a source for inspiration more broadly.
How do we capture our full subjective experience of a place through a purely sensory medium? How do we transcend the limits imposed by a virtual reality headset to capture those aspects of our experience which cannot be described as physical realities? It is with these questions in mind that I approached this week’s assignment: create an artful, intentional depiction of a space described by one of your classmates. I used Quill in the Oculus Rift to recreate the space described below by Alex Fast:
This week, we looked at how vectors and vector math can provide a valuable framework for building a physics engine. Because the underlying math for manipulating vectors remains the same whether we are dealing with position, velocity, acceleration or multiple independent force vectors, our code can rely on a single set of functions to perform vector manipulations. Luckily for us, most of these functions are already baked into the p5.
Our task this week was to familiarize ourselves with the materials and techniques for prototyping inflatable structures. We are using aluminized Mylar, sealed with a various heating implements, to create these prototypes. This thin (5 mil) Mylar film has been coated on one side with aluminum, and is most commonly seen in the form of drug store balloons – specifically the round, star, and otherwise non-balloon-shaped balloons. The aluminum coating allows us to easily heat-seal different sections of Mylar together by without gumming up our tools with melted plastic.
Observation: Ordering eggs is pretty much the same in any diner I’ve been to. The various cooking styles, side orders and meat options are all reasonably standard, and I know with some degree of confidence which I like best. So, there is no reason in the world that I should feel quite as proud as I do to tell the waiter that I don’t need a menu. That said, refusing the menu gives me an undue sense of ownership over this particular red stool at this particular grey faux-marble linoleum countertop in this particular diner.
I wanted to explore how the random walker could be used to create or destroy an image. Could a series of seemingly random actions coalesce to become a coherent whole? I wanted to pull an image into its constituent units, and have those units each move independently of each other, finding their position in the image through a seemingly random path. At first, I gave each walker a destination position in addition to their random starting location.
This is a post about the final updates to our ball game and the 2017 ITP Winter Show. For more about the project’s conception and prototyping, look here, and for our planning process, look here, and for some on our fabrication, look here, and again here. Final User Testing Our in-class discussion and feedback for our final project presentation focussed on opportunities for increasing subtlety and complexity in how we presented information.